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Patch 2.6.1 Is Now Live + Patch Notes

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2.6.1 is finally live and we have all the changes that have arrived with it, as well as the official patch notes (that should be the same as the last PTR patch). Check out everything new that's come to Sanctuary, including a lot of item and set balancing, as well as some skill changes and with the usual bug fixes!

Blizzard Logo2.6.1 (source)

Diablo III patch 2.6.1 is now live in the Americas for PC, PlayStation 4, and Xbox One! Check out the full PC patch notes below to learn all about the latest changes. To view the console notes, please click here.
 
PATCH HIGHLIGHTS
  • Class Set Revisions
    • We’ve taken a top-down look across all class performance in Greater Rifts, and made several changes to bring as many gameplay styles as close in line to each other as possible, with a focus on the most popular or requested builds.
  • Skill Changes
    • Several skills have had their overall power buffed, while others have been tweaked for improved playability and performance.
  • Item Revisions
    • Numerous Legendary items have seen tweaks, yielding increased power for players to enjoy.

Important: Please note that you will not be prompted to download Patch 2.6.1 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after Patch 2.6.1 is live until those regions have also patched.

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Diablo III Patch 2.6.1 - v2.6.1.47710

Visit our Bug Report forum for a list of known issues.

If you are experiencing technical issues with the patching process, connecting to Blizzard Services after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.

Table of Contents:

 

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CLASSES

  • Barbarian Skills
    • Battle Rage
      • Bloodshed
        • Has been redesigned:
        • Deal damage equal to 20% of your recent Critical Hits to enemies within 20 yards every 1 second.
        • Note: Bloodshed caused performance issues when encountering high enemy density, particularly when combined with Whirlwind, Pain Enhancer, and Gem of Efficacious Toxin.
    • Ground Stomp
      • Jarring Slam
        • Added a maximum threshold on the number of health globes that can spawn in a given time.
  • Crusader Skills
    • Blessed Hammer
      • Limitless
        • Has been redesigned:
        • Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards.
        • Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density.
  • Monk Skills
    • Tempest Rush
      • Flurry
        • Reduced the maximum number of stacks from 500 to 100
  • Necromancer Skills
    • Command Skeletons
      • Commanding your Skeletal Warriors will break crowd control effects on them
      • Skeletal Warriors will no longer die after taking too many hits
      • Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game.
    • Devour
      • Voracious
        • Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts.
    • Simulacrum
      • Added a glow to the skill icon to indicate when Simulacrum is active.
    • Skeletal Mage
      • This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active
      • Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max.
    • Bone Armor
      • Essence cost removed
      • Can now be cast while moving
    • Army of the Dead
      • Frozen Army
        • The pulsing damage from this rune has been spread out
        • Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount.
  • Necromancer Passives
    • Fueled By Death
      • The movement speed bonus from this passive can now exceed the 25% cap
    • Life from Death
      • Added a maximum threshold on the number of health globes that can spawn in a given time.
  • Witch Doctor Skills
    • Soul Harvest
      • Adding a stack or refreshing Soul Harvest now refreshes all stacks of Soul Harvest.
  • Witch Doctor Passives
    • Creeping Death
      • Increased the duration of Haunt, Locust Swarm, and the damage amplification of Piranhas when this passive is active from 3600 to 19800 seconds
  • Wizard Skills
    • Arcane Orb
      • Frozen Orb
        • Create an orb of frozen death that shreds an area with ice bolts, dealing 393% 950% weapon damage as Cold
        • Increased projectile travel distance from 30 to 40
  • Bug Fixes
    • Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it
    • Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech
    • Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air
    • Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage
    • Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target
    • Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time
    • Fixed an issue where your pets would double dip from the damage bonus granted by Wolf Companion
    • Fixed an issue where the advanced tooltip for Bone Armor - Dislocation did not correctly state the rune did Poison damage
    • Fixed an issue where Furious Charge would inherit the elemental damage type on your weapon when Vile Ward was equipped, as opposed to the damage type of the rune you chose
    • Fixed an issue where Bone Armor: Dislocation did not apply the movement and attack speed reduction provided by Rigor Mortis
    • Fixed an issue where Monk players could reset the Blood is Power cooldown for Necromancers allowing them to gain more cool down reduction than intended
    • Fixed an issue where Creeping Death was not correctly affecting the duration of the Piranha’s damage debuff
    • Fixed an issue where the tooltip for Spike Trap - Impaling Spines did not display its correct damage type
    • Fixed an issue where the tooltip for Bone Armor - Harvest of Anguish did not display its correct damage type

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ITEMS

  • General
    • Many Legendary and Set items have had their drop chance increased
  • Legendary Items
    • Barbarian
      • Band of Might
        • After casting Furious Charge, Ground Stomp, or Leap, take 50–60% 60-80% reduced damage for 8 seconds
      • Bracers of Destruction
        • Seismic Slam deals 300–400% 400-500% increased damage to the first 5 enemies it hits.
      • Bracers of the First Men
        • Hammer of the Ancients attacks 50% faster and deals 150–200% 400-500% increased damage
      • Fury of the Vanished Peak
        • No longer rolls Legendary-strength bonus to Seismic Slam damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Reduces the Fury cost of Seismic Slam by 40-50% and increases its damage by 400-500%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Gavel of Judgement
        • No longer rolls Legendary-strength bonus to Hammer of the Ancients damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Hammer of the Ancients returns 20–25 Fury if it hits 3 or fewer enemies. The damage of Hammer of the Ancients is increased by 600-800% and it returns 25 Fury if it hits 3 or fewer enemies
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Girdle of Giants
        • Seismic Slam increases Earthquake damage by 80–100% 200-250% for 3 seconds.
      • Skull Grasp
        • Increase the damage of Whirlwind by 250–300% 300-400%
      • Standoff
        • Furious Charge deals increased damage equal to 200–250% 400-500% of your bonus movement speed.
    • Crusader
      • Blade of Prophecy
        • No longer rolls a bonus to Condemn damage as an inherent affix.
        • Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Bracer of Fury
        • Heaven's Fury deals 150–200% 300-400% increased damage to enemies that are Blinded, Immobilized, or Stunned.
      • Denial
        • Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30–40% 100-125%, stacking up to 5 times.
      • Faithful Memory
        • Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% 60-80% for 10 seconds. Max 10 stacks.
      • Fate of the Fell
        • Gain two additional rays of Heaven’s Fury.
        • Heaven's Fury gains two additional rays and has its damage increased by 375-500%
      • Frostburn
        • No longer smart drops for Crusader.
      • Frydehr’s Wrath
        • No longer rolls Legendary-strength bonus to Condemn damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Condemn has no cooldown and has its damage increased by 600-800%, but instead costs 40 Wrath.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Golden Flense
        • No longer rolls Legendary-strength bonus to Sweep Attack damage as an inherent affix.
        • Sweep Attack restores 6 Wrath for each enemy hit and has its damage increased by 225-300%
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Gyrfalcon’s Foote
        • Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 275-350%.
      • Jekangbord
        • No longer rolls Legendary-strength bonus to Blessed Shield damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Blessed Shield ricochets to 6 additional enemies and has its damage increased by 225-300%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
    • Demon Hunter
      • Dead Man’s Legacy
        • No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Legendary power now also increases Multishot damage, now reads Multishot hits enemies below 50-60% health twice and its damage is increased by 150-200%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Karlei’s Point
        • The damage of Impale is increased by 300-375% and Impale it returns 10–15 Hatred if it hits an enemy already Impaled.
      • Lord Greenstone’s Fan
        • Every second, gain 160–200% 300-400% increased damage for your next Fan of Knives. Stacks up to 30 times.
      • Manticore
        • No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Reduces the Hatred cost of Cluster Arrow by 40-50% and increases its damage by 250-300%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Yang’s Recurve
        • Multishot attacks 50% faster and its damage is increased by 150-200%.
      • Wraps of Clarity
        • Your Hatred Generators reduce your damage taken by 30–35% 40-50% for 5 seconds.
    • Monk
      • Binding of the Lost
        • Each hit with Seven-Sided Strike grants 3–3.5% 4-5% damage reduction for 7 seconds.
      • Balance
        • No longer rolls Legendary-strength bonus to Tempest Rush damage as an inherent affix. Can still roll 10-15% as a random affix.
        • The damage of Tempest Rush is increased by 450-600% and when your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance..
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Cesar's Memento
        • Enemies take 300–400% 600-800% increased damage from your Tempest Rush for 5 seconds after you hit them with a Blind, Freeze, or Stun
      • The Fist of Az’Turrasq
        • Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%. 
      • Incense Torch of the Grand Temple
        • No longer rolls Legendary-strength bonus to Wave of Light damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Reduces the Spirit cost of Wave of Light by 40–50% and increases its damage by 450-500%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Scarbringer
        • The damage of Lashing Tail Kick is increased by 300% 450-600% to the first 7 enemies hit
      • Spirit Guards
        • Your Spirit Generators reduce your damage taken by 30–40% 45-60% for 3 seconds.
    • Necromancer
      • Bloodsong Mail
        • While in the Land of the Dead, Command Skeletons gains the effect of all runes and deals 100–125% additional damage and gains the effect of the Enforcer, Frenzy, Dark Mending and Freezing Grasp runes.
      • Bloodtide Blade
        • Death Nova deals 20–30% 80-100% increased damage for every enemy within 15 25 yards..
      • Dayntee’s Binding
        • You gain an additional 40–50% damage reduction when there is an enemy afflicted by your Decrepify any of your curses.
      • Defiler Cuisses
        • Your Bone Spirit's damage is increased by 75–100% 400-500% for every second it is active.
      • Fate’s Vow
        • Army of the Dead now deals an additional 200-250% damage and gains the effect of the Unconventional Warfare rune.
      • Golemskin Breeches
        • Your Golem's damage is increased by 100–125% and You take 30% less damage while it your Golem is alive and the cooldown on Command Golem is reduced by 20-25 seconds.
      • Leger’s Disdain
        • Grim Scythe deals an additional 7–10% 65-80% damage for each point of essence it restores.
      • Lost Time
        • Your cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4–5% 8-10% for 5 seconds. Maximum 5 stacks.
      • Maltorius’ Petrified Spike
        • Bone Spear now costs 40 Essence and deals 375–450% 550-700% increased damage.
      • Mask of Scarlet Death
        • When paired with the Revive: Purgatory rune, the mega-revived monster will drop the same number of corpses were used to create it on death.
        • This item will now attempt to give preference to the strongest monster to become the mega-revive when selecting a group of corpses.
      • Nayr’s Black Death
        • Each different poison skill you use increases the damage of your poison skills by 50–65% 75-100% for 15 seconds.
      • Scythe of the Cycle
        • Your Secondary skills deal 250–300% 350-400% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 4 seconds.
      • Steuart’s Greaves
        • You gain 40–50% 75-100% increased movement speed for 2 10 seconds after using Blood Rush.
      • The Johnstone
        • Each corpse consumed in the Land of the Dead gGrants a 50 stacks of Macabre Knowledge when Land of the Dead expires. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150–200% while outside Land of the Dead.
    • Witch Doctor
      • Bakuli Jungle Wraps
        • Firebats deals 150–200% 250-300% increased damage to enemies affected by Locust Swarm or Piranhas.
      • Mask of Jeram
        • Pets deal 75–100% 150-200% increased damage.
      • Staff of Chiroptera
        • No longer rolls Legendary-strength bonus to Firebats damage as an inherent affix. Can still roll 10-15% as a random affix.
        • Firebats attacks 100% faster, and costs 70-75% less Mana, and has its damage increased by 125-150%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • The Short Man’s Finger
        • Gargantuan instead summons three smaller gargantuans each more powerful than before that have their damage increased by 500-650%.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
    • Wizard
      • Deathwish
        • While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%.
      • Etched Sigil
        • Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second.
        • While channeling Arcane Torrent, Disintegrate, or Ray of Frost, the damage of your Arcane Power Spenders is increased by 125-150% and you also cast one of your other damaging Arcane Power Spenders every second.
      • Halo of Karini
        • You take 45–60% 60-80% less damage for 3 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away
      • Nilfur's Boast
        • Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900%
      • Orb of Infinite Depth
        • Each time you hit an enemy with Explosive Blast your damage is increased by 4% 8-10% and your damage reduction is increased by 15% 20% for 6 seconds. This effect can stack up to 4 times.
      • Ranslor’s Folly
        • Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards.
      • The Grand Vizier
        • No longer rolls Legendary-strength bonus to Meteor damage as an inherent affix.
        • Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 300-400%
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Triumvirate
        • Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times.
      • Unstable Scepter
        • No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix.
        • The damage of Arcane Orb is increased by 350-450% and its explosion triggers an additional time..
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
      • Wand of Woh
        • No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix.
        • The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast.
        • Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
    • Set Items
      • Barbarian
        • Immortal King’s Call
          • (6) Set
            • While both Wrath of the Berserker and Call of the Ancients is active, you deal 400% 1500% increased damage.
        • Might of the Earth
          • (6) Set
            • Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 1200% 5600%.
        • The Legacy of Raekor
          • (4) Set
            • Furious Charge gains the effect of every rune and deals 300% 1000% increased damage.
          • (6) Set
            • Every use of Furious Charge increases the damage of your next Fury-spending attack by 750% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks.
        • Wrath of the Wastes
          • (4) Set
            • During Whirlwind and for 3 seconds after, you gain 50% damage reduction and your applied Rends deal triple damage.
          • (6) Set
            • Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 800% 3000%.
        • Bul-Kathos' Oath
          • (2) Set
            • Increases Fury Generation by 10 15
            • During Whirlwind you gain 30% 45% increased attack speed and movement speed
      • Crusader
        • Armor of Akkhan
          • (6) Set
            • While Akarat's Champion is active, you deal 600% 1500% increased damage and take 15% 50% less damage.
        • Roland's Legacymonke
          • (4) Set
            • Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%.
        • Seeker of the Light
          • (6) Set
            • Increase the damage of Blessed Hammer by 1250% 2000% and Falling Sword by 500% 1000%.
        • Thorns of the Invoker
          • (2) Set
            • Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 35% 140% for 2 seconds.
          • (6) Set
            • The attack speed of Punish and Slash are increased by 50% and deal 800% 5400% of your Thorns damage to the first enemy hit.
      • Demon Hunter
        • Embodiment of the Marauder
          • (6) Set
            • Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 3000% increased damage for every active Sentry
        • Natalya’s Vengeance
          • (6) Set
            • After casting Rain of Vengeance, deal 500% 3500% increased damage and take 60% reduced damage for 10 seconds
        • The Shadow's Mantle
          • (6) Set
            • Impale deals an additional 40000% 50000% weapon damage to the first enemy hit.
        • Unhallowed Essence
          • (6) Set
            • Your generators, Multishot, and Vengeance deal 40% 100% increased damage for every point of Discipline you have.
      • Monk
        • Inna’s Mantra
          • (6) Set
            • Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out.
        • Monkey King’s Garb
          • (6) Set
            • Has been redesigned.
            • Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 1000% for each stack of Sweeping Wind you have.
        • Raiment of a Thousand Storms
          • (6) Set
            • Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds.
        • Uliana’s Stratagem
          • (4) Set
            • Your Seven-Sided Strike deals double 777% its total damage with each hit.
          • (6) Set
            • Increase the damage of your Exploding Palm by 250% 2100% and your Seven-Sided Strike detonates your Exploding Palm
        • Shenlong's Spirit
          • The damage of your Spirit Generators is increased by 1.5% 2% for each point of Spirit you have
          • When reaching maximum Spirit, all damage is increased by 150% 200%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit
      • Necromancer
        • Bones of Rathma
          • (6) Set
            • Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%.
        • Grace of Inarius
          • (6) Set
            • Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%.
        • Pestilence Master’s Shroud
          • (4) Set
            • Each enemy you hit with Bone Spear, Corpse Lance or Corpse Explosion reduces your damage taken by 2%, up to a maximum of 50%. Lasts 15 seconds.
          • (6) Set
            • Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 1650%.
        • Trag’Oul’s Avatar
          • (6) Set
            • Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%.
      • Witch Doctor
        • Helltooth Harness
          • (2) Set
            • Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks for 10 seconds.
          • (6) Set
            • After casting Wall of Death, gain 1400% 4400% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death.
          • Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set.
        • Raiment of the Jade Harvester
          • (2) Set
            • When Haunt lands on an enemy already affected by Haunt, it instantly deals 120 560 seconds worth of Haunt damage.
          • (6) Set
            • Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 300 1650 seconds worth of remaining damage.
        • Spirit of Arachyr
          • (6) Set
            • The damage of your creature skills is increased by 2400% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. 
        • Zunimassa's Haunt
          • (6) Set
            • Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds.
      • Wizard
        • Delsere’s Magnum Opus
          • (6) Set
            • Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 3800% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.
        • Firebird’s Finery
          • (6) Set
            • Your damage is increased by 120% 200% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited.
        • Vyr’s Amazing Arcana
          • (6) Set
            • You also gain Archon stacks when you hit with an Archon ability. Archon stacks now also reduce damage taken by 0.15% and have their damage bonus increased to 18% 50%
        • Chantodo's Resolve
          • (2) Set
            • Every second while in Archon form you expel a Wave of Destruction, dealing 350% 1000% weapon damage to enemies within 30 yards
            • Every time you hit with an attack while not in Archon form, 350% 600% weapon damage is added to the Wave of Destruction, stacking up to 20 times
    • Other Items
      • Shields acquired by Necromancer players can now properly roll the +Max Essence affix
    • Bug Fixes
      • Fixed an issue where Mimics created from Rabid Strike were not correctly inheriting the player’s bonus damage from Lashing Tail Kick, Seven Sided Strike, Cyclone Strike, Exploding Palm and Wave of Light.
      • Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target.
      • Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus.
      • Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class.
      • Fixed an issue preventing Necromancer primary skills from taunting enemies when Boyarsky’s Chip is equipped.
      • Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo
      • Fixed an issue where you would not gain the buff from Crystal Fist when you had the buff from Channeling Pylon and Raiment of a Thousand Storms equipped
      • Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen
      • Fixed an issue where the Wave of Destruction was doing slightly less damage than intended
      • Fixed an issue where the internal cooldown for channeled abilities on Obsidian Ring of the Zodiac would not scale with items that increased the attack speed of specific channeled abilities

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ADVENTURE MODE

  • Rifts
    • Reduced the number of deadends when Rifts choose the Temple of the Firstborn tileset
    • Increased the amount of experience and Rift progress granted by the Hematic Disciple
    • Increased the amount of experience and Rift progress granted by Blazing Guardians
    • Increased the amount of experience and Rift progress granted by Smoldering Constructs
    • Reduced the fog effect in the Shrouded Moors tilesets in Rifts
    • The large Temple of the Firstborn tileset can no longer be selected for Greater Rifts
    • The amount of experience and Rift / Greater Rift progress that Shock Towers provide has been increased
    • Shield Pylons no longer reflects damage back to attackers
      • Note: Reflecting damage back to attackers caused performance issues when encountering high density.

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CHALLENGE RIFTS

  • Increased the amount of materials that the Challenge Rift Cache drops
  • The Challenge Rift Cache now always drops 10 Death’s Breath

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MONSTERS

  • Bug Fixes
    • Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs:
      • Fallen Conjurer
      • Fallen Peon
      • Fallen Cur
      • Fallen Grunt
      • Fallen Overlord
      • Fallen Slavelord

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3 hours ago, Starym said:

Shield Pylons no longer reflects damage back to attackers

  • Note: Reflecting damage back to attackers caused performance issues when encountering high density.

 

Finally, no more 30 sec "lag" and instant dead after that.

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For those Folks who are as dumbazz as I am sometime:

I got the official Patch this morning and I messed with my Yang's (sounds dirty to me) Build in 2.6.1.  I didn't realize it at first because on a Mac you can no longer Toggle in an out of the game to check your Gear against builds.  )It's been this way for 2 patches now and Bliz doesn't seem to give a crap.  Pain in my are).

Anyway - Used-up a bunch of Bounty Mats Upgrading to 2.6.1 Unhallowed gear until I realized that Our Old  Sets have the new Stats already applied to Our Old Existing Gear.

...and... it seems you can't roll a Legendary 2.6.0 into a 2.6.1.  To get the 2.6.1 Legendaries, you either need to Find them, or roll Yellows/Rares into Legendaries.

And honestly... my Character is just too friggin' powerful for T13.  Kinda boring.

 

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Haven't tried it yet, but T13 had already been kind of (too) easy.

Demon Hunter Multishot in a Sologame one-hitted next to everything - even though you had farming gear (Boon of the Hoarder, no Convention of Elements...) and not the Greater Rift Gear for maximum damage.

In a 4-player game it was ok, you got everything down quite fast, but at least it wasn't one-hit.

But with quite a huge damage-boost to the build (and to many other builds) it makes it even more easy. And T13 just too low.

Sure, it is fun to one-hit everything. For let's say half an hour. Then it gets boring.

 

Setchanges: IIRC they always "updated" old sets to the new stats.

Legendary: Legendaries had to be refarmed, you never could use the Cube to update an old legendary into the new one.

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i've been away from things so if dumb question is dumb I apologize.

does this patch herald in the new season?

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1 hour ago, Tri said:

i've been away from things so if dumb question is dumb I apologize.

does this patch herald in the new season?

New season arrives next month on the 9th. 

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6 hours ago, WedgeAntilles said:

Sure, it is fun to one-hit everything. For let's say half an hour. Then it gets boring.

 

Good thing that for people like you, Blizzard has introduced a feature with infinite scaling called Greater Rifts more than 3 years ago.

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11 minutes ago, Yridaa said:

Good thing that for people like you, Blizzard has introduced a feature with infinite scaling called Greater Rifts more than 3 years ago.

Yeah, but running only GR isn't that stimulating, is it?

Especially if you take into account that there is no difference from running a GR 30 or a GR 100.

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39 minutes ago, WedgeAntilles said:

Yeah, but running only GR isn't that stimulating, is it?

Especially if you take into account that there is no difference from running a GR 30 or a GR 100.

IDK, I feel like there's a fair bit of difference in playstyle between doing a 100 solo and a 30 solo. There's something pretty nice about clearing a new GR level after trying and coming so close before. I was pretty happy with my 95 solo this season and it felt great.

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When do you think we could start seeing the guide updates? I know there is probably a lot of testing still needed, but I imagine the PTR allowed a lot of the popular builds to already see some updates roll in. Would love to see what the WW Barb is looking like now. I added Rend instead of Ground Stomp and it made 80 guardians so much easier. Love it!

Really sucks that the previous legendaries don't get updated. I had a perfectly rolled Ancient Karlei's Point.

Excited though. Was much more fun playing the WW Barb yesterday!

Edited by Sharknad0

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4 hours ago, Blainie said:

New season arrives next month on the 9th. 

ah thanks chief

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33 minutes ago, JefersonD said:

Can i reforge an old item to receive the new stats?

Yang's recurve, for example?

Negative. Cannot reforge old to new. Gotta re-farm  =(

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3 hours ago, Sharknad0 said:

When do you think we could start seeing the guide updates?

Most of the guides are ready. There are details that still need to be worked on, but those should be finished later this week. So, hopefully they should start appearing later this week or sometime next week if something goes wrong.

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5 hours ago, Blainie said:

IDK, I feel like there's a fair bit of difference in playstyle between doing a 100 solo and a 30 solo. There's something pretty nice about clearing a new GR level after trying and coming so close before. I was pretty happy with my 95 solo this season and it felt great.

Managing a new personal best is great, no questiont about that.

But nevertheless, for me D3 is not just Greater Rift, Greater Rift, Greater Rift.

Earlier on, there was no Torment XI or XII or XIII - they came up with them as builds got more and more damage. And since they made Torment XIII damage has drastically increased again. That's why I'd really like to see more Torment levels.

Those who just want to farm GR can continue to do that, they have no disadvantage. But everybody who wants to do some bounties or things like that has a more interesting game IMO.

But maybe I am just a minority and most player prefer Greater Rifts - after all Greater Rifts do give the most XP / playhour, the most legendaries per hour and the most bloodshards per hour.

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Another thing.   It looks like the Legendaries that are in the Cube have their Stats Changed from 2.6.0 to 2.6.1, but are no longer Assigned to the Cube Slot.  You seem to only have to reassign them.

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13 hours ago, Yridaa said:

Good thing that for people like you, Blizzard has introduced a feature with infinite scaling called Greater Rifts more than 3 years ago.

I think GRs are boring.  Its a redundant slog of never-ending sprinting.

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10 hours ago, JefersonD said:

Can i reforge an old item to receive the new stats?

Yang's recurve, for example?

Nope... but you can Reforge Yellows/Rares into Legendaries and for some reason I got pretty lucky finding them... no ancients yet.  I posted my quickie findings above.

Edited by albabe

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6 hours ago, albabe said:

I think GRs are boring.  Its a redundant slog of never-ending sprinting.

I don't see how T1-13 solves that problem.

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47 minutes ago, Yridaa said:

I don't see how T1-13 solves that problem.

I would have assumed split farming bounties and normal rifts is essentially just speed farming. If anything, progressing GRs would be the slower, more measured attempt at clearing things. For bounties, you surely just want to clear the specific objective as fast as possible. That probably wouldn't change at T15, or T20.

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6 hours ago, Yridaa said:

I don't see how T1-13 solves that problem.

 

GRs are just sprints that are ONLY about your Time -  You don't find any loot and just try to beat your last Time.  It's like running around in a museum as fast as you can and not enjoying the Art.

Diablo is a little Virtual Reality for me - I dig the environments - running around in them, finding Loot, and killing monsters is fun to me.

I guess it depends on your philosophy of what's more Important - The Destination or the Journey.

Edited by albabe

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20 hours ago, albabe said:

GRs are just sprints that are ONLY about your Time -  You don't find any loot and just try to beat your last Time.  It's like running around in a museum as fast as you can and not enjoying the Art.

I think that's only for low GRs, though. At around 100+, it's also about communicating with your team as to whether you can skip mobs, need to stack more, should you abandon a pack or pull it with you, should you skip the level or not, etc.

It's less so about beating your time, more so about completing it in time for a higher level IMO.

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3 hours ago, Blainie said:

I think that's only for low GRs, though. At around 100+, it's also about communicating with your team as to whether you can skip mobs, need to stack more, should you abandon a pack or pull it with you, should you skip the level or not, etc.

It's less so about beating your time, more so about completing it in time for a higher level IMO.

Where I live in Sf, we have crap Internet.  We're too far from where the brilliant planners put the Hubs... so I don't play with anyone except my wife, who's sitting next to me on the Futon.  So we just run around and kill stuff and pick-up stuff.

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On 27.10.2017 at 12:38 PM, Blainie said:

I think that's only for low GRs, though. At around 100+, it's also about communicating with your team as to whether you can skip mobs, need to stack more, should you abandon a pack or pull it with you, should you skip the level or not, etc.

It's less so about beating your time, more so about completing it in time for a higher level IMO.

If you play in an organzied group / clan that is true.

Personally, I just play a few hours D3, then I have weeks (even months) I don't play at all.

That's why I have no group / clan or something like that -> I don't run GR in a group, only solo.

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